Ships and fleets

Fleet composition

confirmedPatch 11.75Build a7b5c7cCore rulesReviewed
Patch
11.75
Build
a7b5c7c
Scope
Core rules
Reviewed

Fleet composition balances screening, line combat, cargo, siege, carrier support, and mission-specific speed. Evidence

A practical force has:

  • a light screen/tracking component;
  • a heavy line that matches the target;
  • enough cargo for the mission;
  • siege only when structural damage is intended;
  • carriers only when their aggregate aura justifies hull slots and cost;
  • current intelligence.

Never merge the colony ship, siege train, cargo train, and reaction fleet merely because the interface permits it. Their slowest hull and different objectives make the combined fleet worse at every job.

Build from the mission backward

Start with the result: defend, intercept, raid, destroy infrastructure, colonize, scout, or reinforce. Then add only the roles needed to produce that result. A fleet built from every available hull often inherits the slowest travel profile while preserving none of the support roles efficiently.

Compare alternatives

Preview at least two light/heavy mixes against the observed target. For raids, repeat the comparison with expected surviving cargo. For attacks, test whether enough siege survives to affect the chosen building. For defense, verify that the ships will be stationed and that the destination can sustain their Astra demand.

Keep modules separable

Reaction, cargo, siege, colonization, and intelligence groups should remain separate until the mission requires assembly.

Evidence

Sanitized transcripts from the current client. Raw player captures remain private.

  1. Installed client identityThe installed Windows client reports patch 11.75, build a7b5c7c, built 2026-07-31 15:16:13 UTC.Patch 11.75 · build a7b5c7c · verified 2026-08-01 · Riftborne.exe --build-info and Content/build_info.json.
  2. Current fleet and movement implementationFleet role, movement, infrastructure, and roster statements are limited to behavior exposed by the current client implementation and Codex.Patch 11.75 · build a7b5c7c · verified 2026-07-30 · Read-only inspection of ShipTravelSpeedSystem, ShipInfrastructureSystem, and Codex ship screens.
  3. Current combat, raid, siege, and espionage implementationPublished combat statements are limited to behavior used by the current CombatSystem and the Codex. Power is an estimate rather than a fixed conversion from ship count.Patch 11.75 · build a7b5c7c · verified 2026-07-30 · Read-only inspection of CombatSystem and SiegeTargetCatalog.
  4. Current objective and victory implementationThe current client defines an Origin Wormhole victory at level 100 and a Valor victory at 250,000 faction Valor. Keystones generate Valor through Valor Conduits; current objective sites include Inner, Border, and Outer tiers.Patch 11.75 · build a7b5c7c · verified 2026-07-30 · Read-only inspection of SpecialSiteSystem, VictoryConditionTracker, and the victory Codex screen.